deadeye's Recent Forum Activity

  • new animation that AFAIK you can't rename

    You can rename animations... select the animation and change the name in the properties box.

    right now I use "resources" as a dummy tab (Because right now none of its features seem to work)

    The Resources tab works, it's just not feature complete. You can store sounds and other types of files in Binary, which get compiled into the .exe. You can also change the application icon. Fonts aren't implemented yet, and I'm not sure about menu items because I've never had need to change the app menu.

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  • Cover your corners with little corner-shaped sprites and give them Erase effect.

  • Funny, I just reported this to the tracker a couple of hours ago.

    And I reported it twelve days ago, and it's already been fixed for the next build and the bug report's been closed

    Well, the closing the animation frame part anyway, I imagine the deleting bit was related.

  • Why does bold text make it any less readable?

    It doesn't. It is more readable with the bold.

    Only thing I'm wondering is why you've got two layout 1 event sheets. The layout 1 event sheet is directly parented to the layout 1, which makes sense, but why is there another folder with event sheets where there's another Layout 1 event sheet in there? That's a bit confusing.

    Event sheets go in the event sheet folder? Makes sense to me.

  • I get the same thing.

    Edit:

    It only happens when the sprite is rotated at an angle. I tried 8 Direction on it, and it only distorts when moving diagonally.

    Selecting "No Rotation" fixes it.

  • Why are you setting the door to sollid in the first place? Solid objects are unpassable, period. You will never overlap with them. At least, not if you're using a built-in behavior like Platform or 8 Direction.

  • That would require the equivalent of a Text Blitter object... which Construct doesn't have. Yet.

  • <img src="http://img14.imageshack.us/img14/6261/37031194.png">

    Currently.

    I like the one with the bold.

  • Well I did say in the originals that Point will keep your pixel art crisp and that I was only using Linear for smooth rotation

  • Set your sampling to Point in the app properties

  • <img src="http://i40.tinypic.com/29v0vb9.jpg">

    It's called Eat World.

    Except I need to change the name now because everyone seems to immediately associate it with "Jimmy Eats World."

    Very nice and moody looking. I tried the .cap you posted in Help/Tech and I thought the premise was pretty sweet, too. I think it can do with a bit more contrast, though... something to separate the player from the background. Your games are hard enough without having to strain your eyes

    And I say keep the name, I don't think anyone remembers or cares what Jimmy Eats World is.

  • Okay I noticed various things in your cap:

    First of all you have an always event which rounds the X and Y position of the player. I don't really know why it's in there in the first place. I can imagine it would cause quite some problems and I'd really recommend to remove it.

    That might be my fault

    Looks like it's based off of the old versions of my tutorials. I had a very flimsy reason for doing the roundX, roundY thing. I've since updated them.

    Anyway, it appears that the roundY bit was messing up your falling animation, delete those rounding actions and it works great.

    Then you have the platform movement assigned to the player sprite itself. You might want to use a simple rectangle dummy sprite to have the platform behavior and add the actual player with animations and all on top of that.

    He doesn't need to! He's using bounding box collisions and his sprite frame size is always 16x16... it'll be fine

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deadeye

Member since 11 Nov, 2007

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